Esempio n. 1
0
    public void checkForNotOccupied(GameObject go)
    {
        /*
         * String s = "";
         * for (int i = 0; i < HolzPlaneList.Count; i++) {
         *  s = s + "\n" + i + " isOccupied:" + HolzPlaneList[i].getOccupied();
         * }
         * Alert(s);
         */
        ZweigSprite tempZweig = go.GetComponent <ZweigSprite>();

        for (int i = 0; i < HolzPlaneList.Count; i++)
        {
            if (HolzPlaneList[i].getOccupied())
            {
                // Alert(i + " isOccupied " + HolzPlaneList[i].isOccupied);
            }
            else
            {
                tempZweig.Move(HolzPlaneList[i].transform);
                HolzPlaneList[i].setOccupied(true);
                HolzPlaneList[tempZweig.GetSequencePosition()].setOccupied(false);
                tempZweig.SetSequencePosition(i);
                //tempProjectile.setText(":" + i);
                break;
            }
        }
    }
Esempio n. 2
0
    //void DestroyList (IList<MonoBehaviour> list ) {
    //    foreach (var go in list) {
    //        go.SetActive(false);
    //        Destroy(go, 3);
    //    }
    //}

    public void NewGame()
    {
        //DestroyList(HolzPlaneList);

        DestroyPrefab(HolzPlaneList);
        DestroyPrefab(ZweigSpriteList);


        //for (int i = 0; i < ZweigSpriteList.Count; i++) {
        //    DestroyPrefab(ZweigSpriteList[i].gameObject);
        //}
        //for (int i = 0; i < HolzPlaneList.Count; i++) {
        //    DestroyPrefab(HolzPlaneList[i].gameObject);
        //}



        ZweigSpriteList = new List <ZweigSprite>();
        HolzPlaneList.Clear();
        //HolzPlaneList = new List<HolzPlane>();

        //UtilFunctions.Alert("ZweigSpriteList.Count: " + ZweigSpriteList.Count );

        //UtilFunctions.Alert(spriteCollection.sprites.Length + "");
        //UtilFunctions.Alert(spriteCollection.GetSpriteName(1));

        //3,5,4,1,2
        List <int> numbers  = new List <int>();
        List <int> sequence = new List <int>();

        for (int i = 0; i < 5; i++)
        {
            numbers.Add(i);
            //UtilFunctions.Alert("" + i);
        }
        System.Random zufall = new System.Random();


        while (numbers.Count > 0)
        {
            int i = zufall.Next(0, numbers.Count - 1);

            sequence.Add(numbers[i]);
            //UtilFunctions.Alert("adding " + numbers[i]);
            numbers.RemoveAt(i);
        }
        String s = "";

        for (int i = 0; i < sequence.Count; i++)
        {
            s = s + "\n" + sequence[i];
        }
        //UtilFunctions.Alert(s);


        float startX = -15;

        for (int i = 0; i < 6; i++)
        {
            startX = startX + 5f;
            if (i > 0)
            {
                ZweigSprite zweigSprite = Instantiate(zweigSpritePrefab, new Vector3(startX, 0.5f, 0), Quaternion.identity);
                zweigSprite.transform.position = zweigSprite.transform.position + new Vector3(0f, zweigSprite.heightPosition, 0f);

                zweigSprite.SetSequencePosition(i);
                zweigSprite.SetLevelManagerListener(this);
                zweigSprite.name = "Zweig  " + sequence[i - 1];       // wir müssen i dekrementieren, weil wir ja die Zählung ab der ersten Bodenposition haben, welches als Stack verwendet wird
                zweigSprite.SetSprite(spriteCollection.GetSprite("blaetter_" + (sequence[i - 1])));
                ZweigSpriteList.Add(zweigSprite);
            }



            HolzPlane hp = Instantiate(holzPlane, new Vector3(startX, 0.01f, 0), Quaternion.identity);
            hp.name = "Holzplane" + i;
            hp.setOccupied(true);
            if (i == 0)
            {
                hp.setOccupied(false);
            }

            HolzPlaneList.Add(hp);
        }
    }